Harry Potter and the Deathly Hallows Interview

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We ask EA Bright Light about the new shooter gameplay and why Harry now uses Crucio...

By Cam Shea

Harry Potter and the Deathly Hallows: Part 1 is shaping up to be a significant departure from the gameplay and settings of previous Potter game adaptations. Following the first half of the final book, it sees Harry turn his back on his final year at Hogwarts, and instead throw himself wholeheartedly into hunting and destroying Voldemort's Horcruxes – the disparate slithers of his soul that make him immortal.

IGN AU: This title represents a massive shift for Harry Potter games. Tell us a little about taking Harry Potter away from Hogwarts and into new territory.

Jonathan Bunney: This story is so different from the previous six books/movies. Harry has left school and is out in the adult world, and Voldemort is using anything and everything under his command to try and locate Harry - you can really feel him closing in. We took advantage of this darker narrative and used it to stimulate the team to deliver a game that explores Harry's new challenges as well as following him through his journey away from the now crumbling safety of Hogwarts.

Every third person game is now required by law to have a cover system.

IGN AU: The book opens with a great broomstick chase sequence – is that how the game will begin as well? Tell us a little about it.

Jonathan Bunney: I don't want to give too much away about the opening sequence but we're really glad that we have an opportunity to open the game with such a high action sequence, it's perfect for a game opening and we've explored that opportunity fully.

IGN AU: Harry spends a fair bit of time in the first half of Deathly Hallows stumbling around the wilderness not really knowing what to do – how much creative license do you have to take to make this period of inactivity and indecision action-packed?

Jonathan Bunney: Harry's time in the wilderness has the constant threat of being captured by snatchers or Death Eaters, and we've dialed up that threat so that this part of the game is full of intense action. J K Rowling has created such a rich and detailed world, filled with amazing characters and creatures and we've been able to draw upon the fiction from the entire series, not just from The Deathly Hallows, to create forest environments where danger can lurk around any corner. The Death Eaters, Voldemort's most trusted allies, patrol the wilds searching for clues as to Harry's whereabouts. Snatchers, magical mercenaries if you like, are also intent on capturing Harry for the huge reward that that would bring. And don't forget, the forests are inhabited by many potentially hostile magical creatures which means exciting opportunities for action-packed gameplay.

IGN AU: Harry Potter and the Deathly Hallows is essentially a third person shooter. Do you think Harry Potter fans will embrace this approach?

Jonathan Bunney: Based on the fans that have seen the game so far, together with the comments we've seen on fansite and gaming forums we're pretty confident that this is the right game to make – Harry Potter is no longer a franchise 'just for kids', so we're making a game that will appeal to an older audience. There are only two more movies, and so this is our opportunity to satiate all those gamers who have been asking for a game that's not restricted by school rules, one where they can run into the outside world and take on Voldemort's most dangerous henchmen.

IGN AU: Harry has a range of spells at his disposal, each paralleling a weapon type from other action games. Will these all be unlocked from the start? If so, how are you planning on evolving the gameplay over the course of the game?

Jonathan Bunney: Harry will start the game with a basic spell and have the opportunity to collect and unlock others as the game progresses. I don't want to give too much away about how this evolves through the game yet other than to say that upgrading collected spells is really going to help Harry in his quest for the Horcruxes.

Jonathan Bunney: Harry is in a new and hostile environment facing an enemy intent on his capture and ultimate death. As in the fiction, he needs to protect himself using everything he can and Crucio is a powerful and dangerous spell. Obviously, he can never use the spell against those innocent wizards or muggles caught up in the brewing civil war – that's definitely not in Harry's character. And truthfully, Harry will never do as much damage with Crucio as his enemies, he doesn't have the same evil intent when he uses it.

IGN AU: Tell us a little about how Harry will be able to use spells like Protego and Leviosa for defence.

Jonathan Bunney: Protego is a magical shield that Harry can use at any point in the game. It stops all spells completely until it becomes weakened and fails and leaves Harry vulnerable again. When Harry is casting Protego he can't move and so while the protection is welcome it does come with its drawbacks. To counter this we wanted Harry to have an alternative defensive mechanic which also came with its own set of pros and cons. Using Wingardium Leviosa to pick up objects and hold them in front of Harry means shots are deflected away and Harry can also move around while casting it. Unfortunately it's not quite as strong or effective at stopping all spells.

IGN AU: We've seen two grades of Death Eaters so far in the game. What other enemies will Harry encounter?

Jonathan Bunney: There are multiple grades of Death Eaters in the game, each with their own signature spells and strategies. Allied to them are the Snatcher characters who aren't quite as skilled or powerful as the Death Eaters but are effective in numbers. As I mentioned earlier we also have many and varied creatures that live in the forests for Harry to encounter such as the Inferi (Voldemort's re-animated dead), Dragons and Dementors to name but a few.

IGN AU: The sections of the game we've seen are very derelict and rundown. What will set the visual design of this game apart from other gritty-looking shooters?

Jonathan Bunney: We wanted to keep Harry apart from the Muggle world, as he is in the fiction, and so any Muggle environments that he comes across are more run-down and derelict. However, they're but a few of the areas that Harry needs to explore in his quest for the Horcruxes. We get to visit a quaint English village, beautifully sculpted interiors and other more magical locations that all utilize our new tech that makes beautifully, magically lit environments a real pleasure to explore.

Watch the recoil on that spell, Harry.

IGN AU: How closely have you been working with the makers of the upcoming film? Has there been much in the way of asset sharing?

Jonathan Bunney: We've built up a great working relationship with the film-makers over the years and, once again, have had access to every location, image from their unit photography and also meetings and feedback from their art department. As the film studios are located so close to our studio here in the UK we've been able to really share our plans with them and ensure that we're as authentic to the movie as we could possibly be. Although we do share some assets such as 3D environments, movies tend to work on their video effects right at the end of the development schedule, usually way past our deadlines, but we constantly talk to the art department about our and their plans for the way different things will look and feel. In this way we can ensure that we're as close as possible to each other in the final outcome.

IGN AU: Harry spends most of his time in this book with at least one friend – will co-op play be included?

Jonathan Bunney: If you're familiar with the fiction you'll know that the Deathly Hallows story is really about Harry and his journey to find a means to defeat Voldemort. Our game reflects that focus on Harry.

IGN AU: Given that the final book is being split into two films, at what point in the story will the first film and this game end?

Jonathan Bunney: Unfortunately that's one piece of information that we've been sworn to secrecy on. My lips are sealed.